Base Class: Wizard
A mage can turn the tide of battle in an instead, and wizards' value and frailty make them prime targets. The School of Cavalry uses equestrian skills and practical knowledge to keep its practitioners alive on the bloody battlefield. The long range of many spells combines with their mounts' incredible mobility to keep members of this school casting spells and out of harm's way.
Not created by me, created by Reddit user /u/fungalbrews
Mounted Mage
When you select this school at 2nd level, you learn a ritual that summons a noble steed. This ritual takes 1 hour and expends a spell slot of 1st level or higher. The summoned mount can take the form of any Large beast of CR 1/2 or lower without a flying speed. It vanishes if it is killed, or you summon another mount. The mount is controlled by you and obeys your verbal
commands. The mount can only take the Dash, Disengage, and Dodge actions, whether you are mounted or not. You also gain proficiency in Animal Handling. As you gain levels in this class, your mount can take on more powerful forms, listed on the table below. To summon a stronger mount, you must expend a slot of the same level as the creature's CR.
You also gain proficiency in Animal Handling.
As you gain levels in this class, your mount can take on more powerful forms, listed on the table below. To summon a stronger mount, you must expend a slot the same level as the creature's CR or higher.
If you summon a mount with a CR lower than the level of the spell slot used, it gains two additional hit dice for every spell slot above the level required to summon it.
Wizard Level Mounts
4th Dire wolf, lion
6th Giant boar, rhinocerous
8th Pegasus, griffon
9th Nightmare, owlbear
12th Chuul, elephant
15th Shambling mound, unicorn
18th Mammoth, wyvern
Veteran's Tricks
Starting at 6th level, your experience with battlefield survival at any cost grants you an improvisational trick based on a school you favor. When you finish a long rest, you can replace the trick you know with a different one, changing your tactics to suit the situation.
Abjuration—Improvised Ward. When you cast a spell of 1st level or higher, your AC and the AC of your mount increase by 1 until the start of your next turn.
Conjuration—Back in the Saddle. If you cast a spell of 1st level or higher while on foot, you can teleport onto your mount if it is within 30 feet of you.
Divination—Incoming. When you cast a spell of 1st level or higher, you and your mount have advantage on the next Dexterity saving throw you make before the start of your next turn.
Enchantment—Shock Tactics. One creature you damage with a spell of 1st level or higher has disadvantage on the first attack it makes against you before the end of your next turn. Evocation—Elemental Endurance. When you damage a creature with a spell of 1st level or higher, you and your mount gain resistance to one damage type dealt by that spell until the
start of your next turn.
Illusion—Ride in the Night. Hushing magic quiets your footsteps. You and your mount move silently, gaining advantage on Dexterity (Stealth) checks.
Necromancy—Tireless Rider. You and your mount draw on the power of undeath to increase your endurance. You and your mount no longer need to eat, drink, breathe, or sleep.
When you and your mount take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Transmutation—Battlefield Rations. You learn the purify food and drink and create food and water spells, which you can cast as rituals. These spells do not count against your number of spells prepared per day.
Bonded Souls
Starting at 10th level, whenever you cast a spell that targets yourself, the spell targets the mount as well. Similarly, whenever you target your mount with a spell, the spell also targets you.
Rearing Hooves
Beginning at 14th level, you can sacrifice your action on your turn to allow your mount to take an action, ignoring the limits imposed on a controlled mount. You take the rest of your turn as normal. If your mount has Legendary Actions, it still cannot use t
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